Questions about Pedagogy

I am stumped trying to drive my city over the 3.5k mark. Ive managed - through math and hours of planning - to make a multi-species city that doesn't immediately devolve into brawls, but I keep running into problems as I try to scale up, even with the bonuses I am getting from having races do what they are good at.

I went to the Wiki with some questions and calling it less than helpful would be generous, so now I am here.

And first, for the love of all the gods in Syx, can someone tell me what Pedagogy does!?

See, I suspect that my problem has something to do with children. My demographics overwhelming skew younger, with often around 1/3 of my entire population in the youngest age category for their species - across all species - and therefore not working.

This is really confusing to me for a number of reasons, but given Ive just dug my way out of a cycle of starvation, I cant really put my finger on just why the demographics feel so odd. Ultimately, I dont really think it is immediately important.

What is important, at least right now, is getting children to working age as fast as possible. To that end, I find myself looking at Daycares and their upgrade, Pedagogy.

Except, what exactly is "production rate" for a Daycare? Do the kids grow up faster? Can the Daycare handle more kids?

Everything else is explained well enough that I feel my problems are either my bad math or my bad judgements, but Daycare confuses me to no end.

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u/Acrobatic-Till5092 — 13 days ago

The overheating is crazy

Quick note: this is not me asking for help, I have seen the guides and have followed them, but I just need to vent - kinda like my computer.

I am genuinely confused by this game. In all my years of gaming, I have never had a game make my computer scream like DOS2:DE.

Helldivers Super Helldive on the bot front with Ultra settings during the attack on Cyberstan? Fan barely made a noise.

200 players on screen during a Planetside 2 battle? No problem at all.

Baldur's Gate 3? Well, funnily enough, that one actually caused me to raise some eyebrows because my temps seemed a little high.

Still, I think to myself, surely Divinity: Original Sin - a nine year old game - will be easier on my computer than BG3 (which I didn't have trouble playing, it just had a weirdly high temp).

I was so wrong. So very, very, wrong.

My computer black screened after 15 - 20 minutes. So I slash the graphics, but it doesnt help at all. Slash them again, no change. Put them all at their lowest settings and cap my framerate at 30: still 20 minutes to a black screen.

I take my computer apart and clean the fans. No change. I open up Afterburner and start throttling stuff. No change. Then I started breaking out tricks I havent used in years - not since I could afford a decent PC and learned how to clean it - I got bags of ice and made a DIY poor man's air conditioner and got it running up to 25 minutes.

At this point, I am suspecting something is very wrong somewhere, because there is no way in hell my computer is struggling this hard when the picture on the screen is below the level of unmodded Morrowind.

My next step is to head to the store and get some thermal paste and replace it (which, honestly, is something I need to do anyways) but this whole experience has been wild and I have never had a problem like this before with a game.

Especially not a game older than the computer I am playing it on.

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u/Acrobatic-Till5092 — 3 months ago
▲ 90 r/Palia

The Problems Plaguing Palia, Part 1: Mechanics

I want to start off with saying that I love this game, and I really didn't expect too. I have put in over a hundred hours so far - and I barely started a few weeks ago - all because a friend finally convinced me to give it a try. I was skeptical of Palia because, well, in this day and age it only makes sense to be skeptical of any MMO in early access, but I haven't regretted my choice.

However, as the kids tell me, I am old now, and have a lot of experience in gaming and even more (and professional) experience in writing fantasy. It is at the intersection of these two things that Palia's problems begin to show, and I can't help but want to write about them.

Before that, I wanted to take a second to acknowledge something that isn't wrong with the game, per se, but is an issue I have seen cropping up in this community. The Palia community is the single most welcoming gaming community I have ever seen. The kindness, teamwork, and genuinely genial mindset is a testament to the game design of the Singularity team.

However, the second that people bring up certain subjects - in particular the implementation of some kind of combat - there is a strong backlash that seems to preclude the discussion itself. I am not saying that anyone's opinions are wrong - my own certainly aren't objective truth - however even Singularity has said that Palia will feature some combat eventually.

I am not asking for people to agree with me, or to even be neutral to what I am saying. Neither am I even going to comment on whether or not the community's attitude towards certain suggestion is good or bad, but I simply would like people to keep this in mind as I present my arguement.

Now, having said all of that, I want to talk about what I feel is the core problem of Palia: bug catching.

In particular, how its lack of interaction with other Skills showcases a flaw in Palia's gameplay loop, why this is a fatal flaw that needs to be addressed for the health of Palia going forward, and how I believe it can be addressed.

The primary gameplay of Palia is gathering resources to craft things. With the general loop, at least at the start, being gathering things to get upgrades to get better at gathering things. Numbers and resources goes up, the dopamine hits, and human psychology does the heavy lifting of making the game fun - the usual RPG affair.

The search for more, and better, resources drives adventure and encourages exploration. To mine Palium, I need a Fine Pick. So I need to gather the materials and make a Standard Pick, to get the materials to get a Fine Pick, to be able to mine Palium which I can eventually use to make an Exquisite Pick.

Importantly, this interacts heavily with Foraging. I need a pick for the metal and an axe for the wood.

Doing these things depletes my Focus, which I can restore by eating food acquired by Cooking. Getting the ingredients for Cooking requires Farming, Hunting, and to a lesser extent, Fishing and Ranching. Ranching requires produce from Farming to feed animals, and Hunting requires metal and wood to make arrows.

So you start to see how these things work in circles, forming the gameplay loops and mechanics that make Palia so appealing.

What you will also notice is that Bug Catching appears nowhere in those circles.

While there are quests that require bugs, and they can be used as gifts, there is little to no benefit to the player to catch bugs. Only a select few can be used for anything, and they are - in gameplay terms - actually quite expensive to collect. While the ingredients for smokebombs are not uncommon, they are actually on the rarer side of things technically. Clay can only be located on a single map, not in particularly great quantities, and not very close together, which makes it harder to gather.

Searching for a particular bug, especially of a higher quality, can be a massive pain. You may have to go to a specific part of a specific map at a specific time of day. If you are in the right place, at the right time, you still need luck for the insect to appear and more luck for the bug to be of high quality.

In theory, there is nothing wrong with this. In practice, there is little reason to do any of this, because bugs have little to no use.

This is a problem that is most apparent with Bug Catching, but my no means unique to it.

Fishing has a similar problem, but to a far lesser degree. Practically, fish are useful for cooking, and some recipes call for specific fish, and you can always just throw fishing lines into the water until you get what you are looking for.

Furniture Making, also, has a lack of practical use. This is somewhat mitigated by the fact that it is often rewarding to do by its own merit, but ultimately there is little practical benefit to the skill.

These gameplay loops are important because they not only give players a better experience, but also because they encourage players to engage in all of the content. The more of the content that players engage in, the longer they can be kept in the game. On the corporate side of things, this means more chances to sell them things and keep the servers funded.

My personal experience was that, after I maxed out Bug Catching, I stopped because it wasn't worth doing. I would be curious to see how many people share that feeling.

So how is this fixed? It is simple to say, "implement items that require bugs," but I think that is a lazy choice. My personal suggestion would be to introduce another skill: Alchemy (or Potion Making?).

Bugs and Fish could be used as ingredients for potions that give various benefits to the player. Players would use them to be more efficient with their other Skills, which would then necessitate their replacement, which would send them back to Bug Catching and Fishing.

Furniture Making, likewise, could offer buffs to the player. For example, a good bed might give a bonus to Stamina. Or certain Mining equipment might make Mining faster. Or perhaps players might be able to build ponds and stock them with fish, or stock their yards with bugs, allowing them to have renewable sources.

Maybe hunting preserves could be added, even, which brings me to my next mechanical issue: the lack of challenge.

However, to address this, I need to divert into another topic: Palia's Lore.

Which I am going to make a different thread, because this actually is quite long. I'll come back and create a hyperlink to the next post when I have it finished. Comments are welcome!

u/Acrobatic-Till5092 — 5 months ago
▲ 5 r/AskDND

What am I misunderstanding about Magic Stone? I hate it!

Good morning,

I'll be honest, Magic Stone is a cantrip that confuses me so much. It seems, in my opinion, to be possibly the single weakest and most useless cantrip in the game - yet it comes with a massive list of restrictions that implies, at least to me, that it is actually somehow broken and amazing.

The first thing that comes to mind is that I do not understand why it doesn't add damage when used with a Sling. If I were to choose to cast True Strike, Booming Blade, or Green-Flame Blade, (by level 5) they would all add damage to the attack, not replace the attacks damage.

Slings deal 1d4 damage. Even at level 1, (1d4 + Dex) + (1d6 + Spellcasting) is hardly an earth-shattering combo. A Human Paladin and the right background with a Greatsword could potentially deal (2d6 + Str) + (2d8) + (1d6) from Booming Blade, Greatsword, and Divine Smite.

Worse, Magic Stone is a two turn set up without Metamagic. You can't use it, and attack with it, on the same turn.

This whole confused rant started with me thinking about a musket/true strike/magic stone combo for an Artificer. Which I now know won't work, but I just can't help but wonder:

What broken combo led to these restrictions on this spell!?

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u/Acrobatic-Till5092 — 5 months ago
▲ 0 r/AskDND

Questions about Portent, Heroic Inspiration, and Lucky

Good morning (or whenever it happens to be for you) everyone,

I recently came into a bit of inspiration (pun intended) and wanted to try and create a character whose gimmick and reason for being was to deny fate and control destiny (2024 rules).The build would really fully come online at level 8:

Species: Human

(Versatile: Purple Dragon Rook)

Background: Carouser

Class(es): Bard, lvl 4 (College of Creation)/ Wizard, lvl 4 (Diviner)

First Feat: Fey Touched with Silvery Barbs

Second Feat: Lucky

I really like the idea, but when I started looking into it, I started getting questions. For example: can I use Lucky on Portent? When I roll my Portent dice in the morning, can I use Lucky to reroll one?

Or, could I use Heroic Inspiration to reroll my Portent, and then use Lucky to give my Heroic Inspiration Advantage?

Can I cast Silvery Barbs on myself when rolling my first Portent dice to give my self Disadvantage, use Lucky to give myself three dice to choose from, then use the Advantage from Silvery Barbs on my second Portent roll?

On a D20 Skill Check with dynamic success, can I use Portent to give myself a minimum, then use Lucky to give myself a chance to get something better?

Can I use Bardic Inspiration (not my own, obviously) on Portent? What about Guidance? What about both!?

Can my Party alternate our Long Rests and use my Portent on their Portent?

If I use Heroic Inspiration on a roll that I would have Advantage on, do I still have Advantage on the Heroic Inspiration result? Can I use Portent to overrule a Heroic Inspiration dice, despite it saying I must use the result?

I know a lot of my questions are kind of dumb, but honestly I have never played a Human or a Diviner before, so I have no idea what I am doing here - I just want to control every dice at the table and make my DM sad.

Edit: can't find the posting rules anywhere, so I hope this doesn't get me removed, but here is the character sheet: Fatelord

I am not even sure sharing it like this will work, but I hope so.

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u/Acrobatic-Till5092 — 5 months ago
▲ 3 r/AskDND

Will Identify reveal if an item is currently attuned?

Title says it all, really.

My party recently killed some people and the DM gave us this very cursed scepter. Now, one of its properties has an effect very similar to the Magic Jar spell and our DM had me roll a Charisma saving through for Nip-Nup, our kobold sidekick.

He didn't say the result, but it was pretty obvious that Nip-Nup failed because Nip-Nup was an aspiring surgeon who believed that all living things were filled with goop and that balancing that goop was how health worked, and then he somehow figured out that bodies didn't work like that.

Regardless, as I am playing a very snooty and racist High Elf, my character did not notice in the slightest.

I identified the scepter and immediately noped at ever attuning the thing, but the important question for our next session is: would my Identify spell have told me that the scepter was still attuned?

Would I have known they survived?

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u/Acrobatic-Till5092 — 5 months ago

Title says it all, really. Although, a couple of corollary questions, if objects can have a "width" in time, would we be able to tell? After all, our observation is in the present.

Second follow up, if something has a "width" in time, could you set up a set of events that are... and please forgive the strangeness of my words here, presently happening in the future?

And, a related question, while I understand why time travel into the past would be impossible practically - because everything else is at a different time regardless of when you are - why can't we, and again forgive my lacking language, "delete" things by pushing them backwards out of sync with time?

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u/Acrobatic-Till5092 — 6 months ago